Yea I should, thanks for the reminder
Yea I should, thanks for the reminder
This should set all teams to team 1:
/c for k, team in pairs (global.pvp.config.teams) do team.team = 1 end for k, team in pairs (global.pvp.config.teams) do set_diplomacy(team) end
Guess we'll need to wait for the devs to tell us how Factorio invokes a web browser on Linux then - it should use xdg, but I guess it doesn't - unless your
xdg-settings get default-url-scheme-handler
says firefox rather than being empty?
Linux does this:
#ifdef LINUX
runProcessDontWait("/usr/bin/xdg-open", {"xdg-open", location});
#endif
How do you even find stuff like this? Like why were you pressing that specific button combination in the menu, of all places? It's so obscure, and it's not even mentioned anywhere
It's usually tools we make for our own use, and it's not really worth it to remove them in the official releases :)
Specifically this one was added to easily view various scales of the gui.
I’m not sure that guide is current anymore.
There should be a “Render in native resolution” option under “Graphics” settings that should do what I think you’re trying to do.
This is correct, we changed this with the 0.17 graphics backend rewrite.
/c for k, force in pairs (game.forces) do force.clear_chart() end
Because the ultimate victory is finding a bug in Factorio. :)
Wait... why are they hiring 3D artists for a 2D sprite-based game? Unless...
All of the 2D graphics are created from 3D models.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at ...
Read more External link →"we don't think that it will take less than a year to develop."
So, they DO think it will take more than (or equal to) a year to develop?
*pencils in 5 Feb 2022 into calendar*
I'll just mention that major releases like 0.15, 0.16 or 0.17 took us about a year each, and the expansion should probably be significantly more impressive.
Hello,
the 1.1 release is the final release of the vanilla game. It will be maintained, so bugfixes, simple modding interface additions, or minor tweaks can happen, but that's about it.
So, what are we going to do? There are several possibilities. Retiring is not really an option for several reasons, not going insane being one of them. There are some smaller experiments outside the Factorio realm that we want to do, but apart from that, we still want to extend the game. There is a large pool of ideas, so all we have to do is to just pick from the most potent ones. But the question is: How to package them?
There are basically 4 options:
A lot of games do it, notably Minecraft and Terraria. They do really well, so the model works, but I bel...
Read moreTry to get the biggest starting area and you will get as much time as you can.
Another cool variable is the pollution attack cost multiplier. I love to drop that to 0.3 or something along those lines. You will get a LOT more biters attacking you. Be careful about dropping it too low as it can cause the pollution cost of ammo get higher than the pollution cost of biters.
Theoretically you could mess with the pollution absorption, so the tiles/trees absorb it faster. Possibly (I didn't test this), if you increase the pollution absorption 5 times, maybe dropping the pollution attack cost multiplier 5 times could result in long-term comparable results, but with about 5 times more time to prepare? I'd guess there is some obvious caveat I'm forgetting, like the pollution costs for dying trees, the values when tree stages change not being affected, or something along those lines.
If you want biters to remain capable of causing damage even in late game, increasing m...
Read moreu/kovarex, any nostalgia for the good old days?
Yes, the good old days :)
Every other building game I play I am pressing Q constantly and disappointed every time that it does nothing. :(
Well, shift + click works
was show-logistic-robots-on-map debug option removed?
it's now a part of the map view, see the icons on the right
See you all next week!